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July 1, 2016
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July 1, 2016
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Updates » Production
Video: How to be a producer the hard way 10
by Staff [05.12.16]
This GDC Europe 2015 talk from Microsoft's Nick Lainng explains why the best producers are standard bearers for a team, the internal and external face of a product, and how to set standards for leadership in game production.
Console/PC, Production, Video, Vault

Get a job: Demiurge Studios seeks a Game Director  
by Staff [05.12.16]
Want to become "CEO of the game" for the Sega-owned studio Demiurge? "You lead and inspire a talented development team through all phases of product growth," according to this job ad.
Console/PC, Smartphone/Tablet, Design, Production, Recruitment

Localizing your game into Spanish? Which Spanish do you choose? 6
by Gamasutra Community [05.12.16]
"There are around 300 million native Spanish speaking people in the world spread across 22 countries. Localizing your game is the best way to reach them but then you have a choice to make: Which Spanish do you choose?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

So you want to make video games? Here's some advice  
by Staff [05.11.16]
Our sister site, GameCareerGuide, helps new developers find the right career path. This week, the topic is: if you want to make games, what should you be doing?
Console/PC, Production, Recruitment, Student/Education

Video: Diablo: A classic game postmortem  
by Staff [05.11.16]
Diablo developer David Brevik returns to the GDC stage to give a classic post-mortem on Blizzard's action RPG hit Diablo in this 2016 talk.
Console/PC, Design, Production, Video

Our studio spent a day teaching deaf kids to make games, and here's how it went 3
by Gamasutra Community [05.11.16]
"The main take-away for running a workshop with any group of young people is to put in the hours of preparation before the day itself. You absolutely must pre-design and build the skeleton of a game of your choice."
Indie, Production

GDC Europe 2016 debuts Hitman, Daglow as first sessions  
by GDC Staff [05.11.16]
GDC Europe 2016 has announced first sessions, including a Hitman level design talk from Io Interactive & an inspirational talk from 45-year video game veteran Don Daglow.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Microsoft unlocks framerates for UWP apps, tells devs 'we're listening' 13
by Chris Kerr [05.10.16]
"As a direct response to your feedback, we’re excited to announce the release today of new updates to Windows 10 that make gaming even better for game developers."
Console/PC, Programming, Production, Business/Marketing

Don't miss: How Game Freak designs Pokémon's iconic monsters 1
by Chris Kerr [05.10.16]
With Game Freak today lifting the lid on Pokémon Sun and Moon's starting trio, there's never been a better time to revisit this classic interview to learn how the series' iconic monsters are born.
Console/PC, Art, Production

How to facilitate the brainstorming process  
by Gamasutra Community [05.10.16]
"Team leaders can easily find themselves trying to stop a runaway train. Fortunately, there are ways for producers and game designers to mitigate or even prevent these dynamics from occurring."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Get a job: Aardman Animations is looking for a Creative Director  
by Staff [05.09.16]
"We’re looking for an exceptional person with mind-warping ideas. You’ll likely be into telling stories, playing games, and making kids giggle."
VR, Smartphone/Tablet, Design, Production

Don't miss: 10 tips for increasing the effectiveness of producers 6
by Tristan Donovan [05.09.16]
Producers from Bigpoint, Sega, RedBedlam, and Cartoon Network share the most important things to bear in mind when trying to get a full-featured game done on time.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Running for a niche: Why and how I made a horse racing game 4
by Gamasutra Community [05.09.16]
"Having worked at EA and Zynga and seeing how aggressive big companies can be when you compete with them, I wanted absolutely nothing to do with any business that they would be interested in."
Smartphone/Tablet, Programming, Production, Business/Marketing

Photoshop as a game editor 8
by Gamasutra Community [05.09.16]
An overview of advanced features in Photoshop that make the popular image editing tool much more robust for game development.
Indie, Art, Production

Making waves: The organic process of creating Quantum Break's score 1
by Chris Kerr [05.09.16]
"With longer projects, it is incredibly easy to lose control and get lost in the swamps of 'music for the dolphins.' You keep making changes to a cue that nobody will ever hear."
Console/PC, Audio, Production, Video

Building on the past: The story of RuneScape's official legacy server  
by Gamasutra Community [05.06.16]
"During the early discussions there were of course many concerns such as was it even possible, how long it would take, and whether there was the potential for cannibalization of the existing RuneScape player base."
Console/PC, Social/Online, Production, Business/Marketing

Hero Shooters: Charting the (re)birth of a genre 15
by Alex Wawro [05.06.16]
What's given rise to this year's slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production

Video: One hour, five concentrated shots of VR game design advice  
by Staff [05.05.16]
At VRDC 2016, five VR experts from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical.
VR, Audio, Design, Production, Video, Vault

Brainstorming in 5 easy steps: The story of a new game character 3
by Gamasutra Community [05.05.16]
"This is howwe brainstorm when in need to build something from scratch. It's a method that takes some time (to play around) and discipline, but it's definitely worth it as it adds some structure to the creative process."
Indie, Design, Production

Don't miss: How Naughty Dog made Uncharted: Drake's Fortune 6
by Chris Kerr [05.05.16]
With Naughty Dog preparing to bring Nathan Drake's story to a close, find out how his journey began in Richard Lemarchand and Neil Druckmann's classic postmortem.
Console/PC, Design, Production